penbit's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| DDS and JPG Not usable in T3D Mat Ed. | I've imported tons of dds and jpgs without problems. What are your texture sizes? Mine are all power... read more | 12/09/2009 (5:18 pm) |
| Snap to Grid and Snap to Soft | [quote]At the moment, there aren't multiple viewports but you can very rapidly switch between the vi... read more | 12/06/2009 (7:45 am) |
| Snap to Grid and Snap to Soft | [quote]Grid snapping as well as orthographic views are implemented for the next release. [/quote] ... read more | 12/06/2009 (5:53 am) |
| Experienced Programmer Available for Work | Hi Eric; Did you receive my email?... read more | 12/03/2009 (5:58 am) |
| Tutorial request thread | I'd like to know all about animation. From importing to setting up a new character. It doesn't have ... read more | 12/02/2009 (12:58 pm) |
| how can i make fog area? | Thanks Tom. How about sky in the fog at the moment? I didn't see anything in the docs about that, ho... read more | 11/24/2009 (7:42 pm) |
| how can i make fog area? | I'm curious about this well. Fog, as it seems a bit non-usable at this stage, also it doesn't appear... read more | 11/24/2009 (7:15 pm) |
| Unity Getting Node Based Shader Editor | For sure, I agree, Tom. ... read more | 11/20/2009 (6:15 pm) |
| [RESOLVED-1.1a] Forest Editor Meshes No Save/Reload | Yep, was just going to post the same problems about forest editor...no save/reload for me as well. ... read more | 11/20/2009 (1:47 pm) |
| AI round-table of a sort | Hmmm...lots of interesting stuff, thanks... I'm not a coder, but a designer. And I plan on working w... read more | 11/19/2009 (6:13 am) |
| Recomended poly count for T3D | Depends on your target, hardware, how you'll handle your scenes etc...However, I believe it can hand... read more | 11/18/2009 (4:10 pm) |
| AI round-table of a sort | "Kind of, but in a less 'oh man cool feature' kind of way." Yeah, I didn't care how u... read more | 11/17/2009 (6:02 pm) |
| AI round-table of a sort | Interesting post Daniel; Can you elaborate on this more; "-AI sense manager with memory&q... read more | 11/17/2009 (3:56 pm) |
| Pathfinding in Torque3d | Thanks a lot, Steve; I'm still surprised though, in a nice way. The question is "uaisk is sc... read more | 11/16/2009 (7:31 pm) |
| Official Torque 3D Documentation Feedback | Michael, thanks for the update. When can we expect official documentation on zones, portals and trig... read more | 11/11/2009 (5:43 pm) |
| Hiding AI that player can't see. | Well there is one occluder resource, I'll look into that. The problem is CoD ai even won't cut in ... read more | 11/10/2009 (6:02 pm) |
| Hiding AI that player can't see. | Hmmmm....interesting stuff you've there, Steve, thanks a lot. But I'm having a hard time understa... read more | 11/10/2009 (5:21 pm) |
| Bug 1.0.1+ BETA 2 Mounted ParticleEmitterNode issue - LOGGED | Thanks elvince, will try.... read more | 11/10/2009 (6:09 am) |
| Bug 1.0.1+ BETA 2 Mounted ParticleEmitterNode issue - LOGGED | Can I simply create torch mesh and attach one light and one emitter to it with this method? I mean I... read more | 11/09/2009 (4:50 pm) |
| Screen goes black, Vid card fan runs beyond hyper speed, + | Thanks Steve, will try tonight and report back. Edit: Ok, it looks like by those changes I was ab... read more | 11/09/2009 (12:40 pm) |
| Screen goes black, Vid card fan runs beyond hyper speed, + | With mobai or universal ai, If I have more than a few characters on screen and fire rocketlauncher, ... read more | 11/09/2009 (11:54 am) |
| Ground Cover Question | Strange, I just tested it again shapecullraidus under groundcover general does increase/decrease the... read more | 11/07/2009 (3:56 pm) |
| Unreal Dev Kit free for non-commercial use. | Excellent post Pat, thank you. Just to echo: Yes, people like to make a lot of noise...... read more | 11/07/2009 (3:21 pm) |
| Ground Cover Question | Increasing shapecullradius will determine visible distance for groundcover I believe. I turned mine ... read more | 11/07/2009 (3:16 pm) |
| How to zone a non-cube area. | Ryan, I like that "object names are prepended with "zone_" and all portals with "... read more | 11/06/2009 (2:58 pm) |
| How to zone a non-cube area. | Well, there is tons of difference in terms of performance if I zone it or not. But it looks like zon... read more | 11/06/2009 (10:54 am) |
| Help, importing suddenly stopped working...Is there a limit to material.cs? | Thanks Chris, I actually solved it. Removing material.cs helped but then I had to re-import tons of ... read more | 10/31/2009 (6:46 am) |
| Torque3D and Unity's New Pricing | [quote]I'm really happy with Torque 3D's current pricing. In fact, I still think $1k is a crazy stea... read more | 10/29/2009 (6:20 am) |
| Zoning an outdoor area. | Tom, I can safely say the frame rate is doubled with zones, although I just placed them in a sloppy ... read more | 10/27/2009 (10:32 am) |
| Multiple Viewports in mission editor | I'm sorry to bump this, but I have to. I need some guidance on object snapping. Soft snapping doesn'... read more | 10/26/2009 (2:11 pm) |
| Zoning an outdoor area. | hmmmm, I read that thread before but I now I get it by what you mean "ceiling of the zone"... read more | 10/23/2009 (5:49 pm) |
| Groundcover and tree collision. | For the lights, it appears as if one bush is simply brighter than the other one although they are si... read more | 10/23/2009 (4:30 pm) |
| Multiple Viewports in mission editor | I'm also having problems with object snapping, a search on the topic leads to no results, looks like... read more | 10/22/2009 (7:41 pm) |
| Multiple Viewports in mission editor | Hi Tom, thanks for the reply. It's not a deal breaker in the early stages of making a level: thro... read more | 10/21/2009 (6:29 am) |
| Facial Animation | Well, thanks for the replies guys. I didn't mean that I needed morphing, I just wanted to know the w... read more | 08/19/2009 (7:15 pm) |
| Facial Animation | So what is the approach "officially" suggested by torque3d developers. Model the head sepa... read more | 08/19/2009 (10:42 am) |
| Torque3d polygon limits | Steve, that's very interesting to hear, thanks a lot. So you don't bother with stl check modifiers a... read more | 07/22/2009 (4:03 pm) |
| Torque3d polygon limits | Thanks for the info guys. How about objects for shadow casting, do they have to be fully enclosed... read more | 07/22/2009 (3:02 pm) |
| Torque3d and ai middleware. | Thanks Rene. So is there pathfinding in torque3d out-of-the-box or is it planned as an add-on? Wh... read more | 06/22/2009 (7:48 am) |
| Torque3d documentation. | Thanks for the link!... read more | 06/10/2009 (3:21 pm) |